NAME
SoRotation -
The SoRotation class specifies a rotation transformation.
Use nodes of this class type to re-orient geometry data within the
scene graph.
SYNOPSIS
#include <Inventor/nodes/SoRotation.h>
Inherits SoTransformation.
Inherited by SoPendulum, and SoRotor.
Public Member Functions
SoRotation (void)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void getMatrix (SoGetMatrixAction *action)
virtual void pick (SoPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
Static Public Member Functions
static void initClass (void)
Public Attributes
SoSFRotation rotation
Protected Member Functions
virtual ~SoRotation ()
Detailed Description
The SoRotation class specifies a rotation transformation.
Use nodes of this class type to re-orient geometry data within the
scene graph.
See SoTransformation class documentation for a short usage example.
FILE FORMAT/DEFAULTS:
Rotation {
rotation 0 0 1 0
}
See also:
SbRotation, SoRotationXYZ
Constructor & Destructor Documentation
SoRotation::SoRotation (void) Constructor.
SoRotation::~SoRotation () [protected, virtual] Destructor.
Member Function Documentation
void SoRotation::initClass (void) [static] Sets up initialization for data
common to all instances of this class, like submitting necessary
information to the Coin type system.
Reimplemented from SoTransformation.
Reimplemented in SoPendulum, and SoRotor.
void SoRotation::doAction (SoAction * action) [virtual] This function
performs the typical operation of a node for any action.
Reimplemented from SoNode.
void SoRotation::GLRender (SoGLRenderAction * action) [virtual] Action
method for the SoGLRenderAction.
This is called during rendering traversals. Nodes influencing the
rendering state in any way or who wants to throw geometry primitives at
OpenGL overrides this method.
Reimplemented from SoNode.
void SoRotation::callback (SoCallbackAction * action) [virtual] Action
method for SoCallbackAction.
Simply updates the state according to how the node behaves for the
render action, so the application programmer can use the
SoCallbackAction for extracting information about the scene graph.
Reimplemented from SoNode.
void SoRotation::getBoundingBox (SoGetBoundingBoxAction * action) [virtual]
Action method for the SoGetBoundingBoxAction.
Calculates bounding box and center coordinates for node and modifies
the values of the action to encompass the bounding box for this node
and to shift the center point for the scene more towards the one for
this node.
Nodes influencing how geometry nodes calculates their bounding box also
overrides this method to change the relevant state variables.
Reimplemented from SoNode.
void SoRotation::getMatrix (SoGetMatrixAction * action) [virtual] Action
method for SoGetMatrixAction.
Updates action by accumulating with the transformation matrix of this
node (if any).
Reimplemented from SoNode.
void SoRotation::pick (SoPickAction * action) [virtual] Action method for
SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
void SoRotation::getPrimitiveCount (SoGetPrimitiveCountAction * action)
[virtual] Action method for the SoGetPrimitiveCountAction.
Calculates the number of triangle, line segment and point primitives
for the node and adds these to the counters of the action.
Nodes influencing how geometry nodes calculates their primitive count
also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
Member Data Documentation
SoSFRotation SoRotation::rotation Rotation specification. Defaults to no
rotation at all. See the SbRotation documentation for instructions on
how to set the value of this field.
Note that there is one very common mistake that is easy to make when
setting the value of a an SoSFRotation field, and that is to
inadvertently use the wrong SbRotation constructor. This example should
clarify the problem:
mytransformnode->rotation.setValue(0, 0, 1, 1.5707963f);
The programmer clearly tries to set a PI/2 rotation around the Z axis,
but this will fail, as the SbRotation constructor invoked above is the
one that takes as arguments the 4 floats of a quaternion. What the
programmer almost certainly wanted to do was to use the SbRotation
constructor that takes a rotation vector and a rotation angle, which is
invoked like this:
mytransformnode->rotation.setValue(SbVec3f(0, 0, 1), 1.5707963f);
Another common problem is to set the rotation value to exactly 0.0,
while wanting to store just a rotation angle in the field: rotations
are internally handled as quaternions, and when converting from an
angle and a rotation value to a quaternion representation, the
information about the angle ’gets lost’ if there is no actual rotation.
Author
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